magic: 15, tech: 24, spirit: 0, social: 21

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Atama
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby Atama » Tue Jun 11, 2019 2:17 pm

Zackzenobi wrote:
Spatula wrote:

When you look at marvel, Thor isn't a God, only a super advanced alien.


That's the one thing I hated about the MCU. I really felt they did that to not alienate the far-right religious audience. He will always be a God to me. Well once he loses weight. Fat Thor was a disservice to the character.

Um... That’s not the MCU, that’s Marvel. Thor has always been an advanced alien from Asgard in the comics. I doubt that Marvel in the 60s, catering to the college kids, was that concerned about the far-right religious crowd.
“You are a bad person, and should feel bad.”
-TorgHacker (being tongue-in-cheek :D)

agarrett
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby agarrett » Tue Jun 11, 2019 2:43 pm

Atama wrote:
Zackzenobi wrote:
Spatula wrote:

When you look at marvel, Thor isn't a God, only a super advanced alien.


That's the one thing I hated about the MCU. I really felt they did that to not alienate the far-right religious audience. He will always be a God to me. Well once he loses weight. Fat Thor was a disservice to the character.

Um... That’s not the MCU, that’s Marvel. Thor has always been an advanced alien from Asgard in the comics. I doubt that Marvel in the 60s, catering to the college kids, was that concerned about the far-right religious crowd.


Depends strongly on the era and writer. Lee and Kirby were definitely into the God bit rather than the alien, though they didn't really bother with any of the implications. They were fine with the Asgardians and the Greek Gods both being Gods, for example. Either way, they weren't aliens. Ditto in the Simonson era, when he got far more into the mythology, and again, they were definitely Gods. But other writers were, I grant, far more into the simple advanced aliens bit. It's one of the joys of comic universes that inconsistencies abound.

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Atama
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby Atama » Tue Jun 11, 2019 9:13 pm

agarrett wrote:
Atama wrote:
Zackzenobi wrote:
That's the one thing I hated about the MCU. I really felt they did that to not alienate the far-right religious audience. He will always be a God to me. Well once he loses weight. Fat Thor was a disservice to the character.

Um... That’s not the MCU, that’s Marvel. Thor has always been an advanced alien from Asgard in the comics. I doubt that Marvel in the 60s, catering to the college kids, was that concerned about the far-right religious crowd.


Depends strongly on the era and writer. Lee and Kirby were definitely into the God bit rather than the alien, though they didn't really bother with any of the implications. They were fine with the Asgardians and the Greek Gods both being Gods, for example. Either way, they weren't aliens. Ditto in the Simonson era, when he got far more into the mythology, and again, they were definitely Gods. But other writers were, I grant, far more into the simple advanced aliens bit. It's one of the joys of comic universes that inconsistencies abound.

They were called “gods”, sure, but didn’t function as them in any way. They weren’t answering prayers or being worshipped by modern people or anything. Basically, god = super-powerful alien that was enshrined in ancient mythology.

But you’re right about inconsistency. Thor was originally just an alter-ego of Donald Blake until that was retconned. (Complete with magical amnesia!)

My point though is that it’s not like Thor was portrayed as a religious figure in the comics and they changed it for the films to satisfy modern sensibilities. What was on the screen is pretty faithful to the comic books. And those definitely weren’t trying to avoid angering religious comic book readers. (On the other hand, there was the Comics Code Authority...)
“You are a bad person, and should feel bad.”
-TorgHacker (being tongue-in-cheek :D)

dwrose
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby dwrose » Wed Jun 12, 2019 10:51 pm

Cosm: Erda

Tech: 24 Magic: 15 Spirit: 0 Social: 21

To denizens of Core Earth, Terra, Orrorsh or Pan Pacifica, the cosm Erda appears as another alternate timeline of Earth, with many familiar place names as the Republic of France, the New World and the empires of Roma, Han and Nippon and historical figures as Alexander Magna, Gengis Khan and Napolean Bonaparte. The differences that at first appear disorienting such as the Lakota Confederation with its capital Nanaimo, the Proletariat Utopian Union (the British Isles) and the Khemi Empire of North Africa only scratch the surface of what makes this a strange land.

For residents of core earth probably the most striking difference is in the familiarity of the populace with magic. There are magical schools in all of the world’s great universities and a variety of magical professions including the porters, the mnemonitors, the masons and the smythes. While not all members of society are capable of using magic, it is considered an indispensable skill next to rhetoric in being able to make a name for oneself. In addition, most of the upper classes will belong to one or more clubs, debating societies and hobbyist groups, while even lower classes will seek out social groups with which they may extend their influence or knowledge of current events.



The technology is a curious mix of the ultra-modern and the traditional. Transportation is commonly done by bicycle, horseless carriage (literally a carriage without horses in front), ocean liners and zeppelins. Small fusion generators power almost everything and you can find many modern materials such as titanium steel, plastics and fiberglass. There are autonomous machines but no computers as everything is controlled via magical forces.

The most striking difference is the complete lack of religion, fiction, music and dance and only limited artworks usually created for utilitarian purposes. Entertainment is limited to talks, sports and contests of all sorts. The great institutions are ones of government, education and industry. The concerns of most people are material and mundane: success of the individual, the family and the nation-state, social recognition with an emphasis on tradition where no advantage can be gained through innovation. Wars, while not unknown, are not as common as on Core Earth and when they do occur, they are usually wars of conquest or rebellion.

People in this universe live by the rules or at least appear to do so. Of great importance is the almost ubiquitous use of the magical contract: a piece of paper which describes the agreement between two or more parties and to which the parties have agreed to of their own free will. From marriage and employment contracts to the treaties between governments, the unbreakable magical contract is what underlies the social order of society.

Beyond these formal agreements, there is little regard for morality as such, particularly as regards to property rights. Therefore most people invest in servitors to look after their property interests or, if such is not affordable or practical, at least in elaborate locks and other barriers. Pickpockets, con men, cat burglars and many other specialties abound in separating the incautious or gullible of their valuables.

World Laws

Pragmatic Rule: Individuals will seek their own self-interest over the interest of social groups. After self comes family, after family the social group and only then the nation state. As a consequence allies may step out to run personal errands, guards and officials are readily bribed and apprehended criminals are likely to turn on their associates if they stand to benefit thereby.

Golden Rule: Next to self-interest, politeness and civilized behavior is valued above all else. As a consequence any show of rudeness or failure to observe the niceties will cause the perpetrator to be socially snubbed if not fined or jailed for civil disorder.

Rule of Law: Magical contracts, pieces of paper on which the agreement between two parties and freely agreed, to are unbreakable by the parties to the contract so long as the contract itself exists. This binding is unbreakable but strictly limited to the terms as written. Much effort and thought goes on in the society on obeying the letter of the contract while figuring out the loopholes and escape clauses that allow one the maximum advantage. Breaking a contract, even one to which all parties agree should be terminated, requires the assistance of someone not a party to the contract who destroys the document in order to cause the effect to cease.

Cosm Cards

Unfamiliar Technology: Your group is faced with an obstacle (such as an automatic carriage, a lock, a handbag clasp, elevator, etc.) which it is unable to operate in the usual way. You must either seek assistance from someone else or otherwise find a work around to get past the obstacle. Receive 1 possibility in the next scene.

Mistaken Identity: You face a complication due to being mistaken for someone else. This will eventually be sorted out, but only after some interference and delay with your current objective. Receive 1 possibility in the next scene.

The Invitation: You are invited to a dinner party or to go to a club or event by a casual acquaintance. You must attend unless you can convince them that you really are incapable of joining them as much as you would want to as well as providing some sort of consolation gift. Receive 1 possibility in the next scene.

Haywire: Some device such as a carriage, guardian automaton or other machine gets out of control and becomes a physical hazard to the party and any bystanders in the area. Receive 1 possibility in the next scene.

May I see your Invitation: You are accused of being somewhere or doing something without the proper permit by someone in authority. You must somehow convince them of your bonafides or else go before a judge. Receive 1 possibility in the next scene.

Snapped: Someone becomes unglued and starts behaving in a violent and disruptive manner becoming a physical hazard to you or other nearby persons. Receive 1 possibility in the next scene or 2 possibilities if you successfully subdue the individual.

I’ve been Robbed: Something has been stolen from your person or possessions. The item must have dramatic significance. Receive from 1 to 3 possibilities depending upon the significance of the stolen item.

A Tip for Service: You can pay someone in order to obtain information or an item. The item cannot be unique, rare or extremely valuable and you must be able to provide the cost of the item. Receive 1 possibility in the next scene.

Trouble With the Law: You are stopped by a duly appointed officer of the law in regards to a crime which has occurred. Receive 1 possibility in the next scene or 2 possibilities if you are a suspect.

Just Another Day in Utopia: Your progress or objective is blocked by a parade, a VIP convoy, a press conference or some other event that has nothing to do with your current goal. Receive 1 possibility in the next scene.

Why Go Here?

Sightseeing: With no concept of faith or religion, visiting such a place is unusual. Not to mention what confusion and chaos you may cause if you try to convert anyone or demonstrate your faith.

Depository: With magically enhanced locks proof against some of the best safe crackers in the cosmiverse and magical contracts to ensure complete reliability of those in whom you must place your trust, this is a good place to keep someone or something safe.

Adventure Ideas

Someone is trying to upset an international congress on human rights. Are you up to the diplomatic challenge?

Someone is murdering captains of industry. Can you solve the mystery?

You are part of a great race to circumnavigate the globe. The prize is 50,000 pounds and an audience with the premier of Utopia.

Character Ideas

International Spy. You use transformation magic for disguise and have previously used your skills to seek intelligence and leverage for your country. Now you have discovered a higher calling.

Con Artist. You live in the shadows of society, blending into your surroundings and appearing to be someone you are not.

Unregistered Psychic. You are a natural telepath. By law you are supposed to register with the authorities but have not done so.

Smythe. You are a magician skilled in the creation of a certain type of artefact, be it glass, metal, plastic or other material.

Savioronedge
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby Savioronedge » Sat Jun 22, 2019 2:58 am

It took me a long time to figure this one out. The Magic Axiom is actually the hardest one for me to squeeze in...and here it is:

Hon A Sty
We say "Honesty is the best policy." In Hon, it is the only policy. Natives are literally incapable of lying. They have no concept of "Fiction" or "Falsehood", or frankly "Truth" as they have nothing to define it against. Somehow, despite this they have managed to develop a highly functional society.

Likewise, they have no concept of 'Gods', or 'Spirits', or 'Afterlife'. They are aware of life vs death, and are certain that people are just 'gone' when they stop living.

Magic is real, and observable. Hon scientists have been able to measure the forces involved. Very few people take the time to learn it because technology is more reliable. Most mages focus on technology connected disciplines.

Technology is at the same level as Pan Pacifica. However, the majority of the world appears more like Core Earth. Electric cars and renewable energy have replaced most of the carbon-high sources. But looking around a CE visitor would feel right at home.

World Laws
Law of Veracity

Honesty is so pervasive in Hon A Sty that they don't even have a word for it. Lying is not just unheard of, it is physically impossible.
• Any attempt at deceit is a contradiction and incurs a -4 penalty. (Note: this penalty follows Hon natives even when they are not directly affected by this law)

Law of Observation
{Basically the old TORG Aysle world law} Anything that is real can be observed, and anything that can be observed is real. This law supports the Magic Axiom and some of the Cosm Cards.

Law of Belief
Almost an inevitable consequence of the other 2 world laws, the people of Hon A Sty have no defense against subterfuge. With no concept of deceit, they automatically believe anything that they observe.
• Any attempt at defense against deceit is a contradiction. Active defense against Interactions based on lies, as well as Disbelief checks, suffer a -4

Cosm cards to come later

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Count Thalim
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby Count Thalim » Sun Jun 23, 2019 6:13 am

I went off-piste a bit with this one. Religion often starts with the big question of where did we come from. Elementals know where they come from, Magic. So why need a god to complicate matters. So this cosm is built around the Elemental, rather than the human.


The Tyrannies of Metal

The first elemental spontaneously appeared in Eunsuri thousands of years ago. Individuals became clans, became towns, became kingdoms. Great nations of Fire, Earth, Water & Air arose across the world.
For thousands of years they skirmished with each other, innate rivalries born of their very nature. Dozens of kingdoms all jockeying for position and power.
A century ago however a figure appeared, the first of the Metal Elementals. From where they came was a mystery, but with their innate grasp of technology they swiftly seized control of numerous Fire and Earth kingdoms. Forging them into a coalition that drove the remaining kingdoms before them.
Now only scattered rebels oppose The Tyrannies of Metal.

The Elementals have been driven forward over the past century by a burst of technological invention. Where steams trains driven by enslaved Fire and Water elementals were the peak of progress, mighty airships now enforce the Tyrannies rule into the skies. In the cutting-edge labs of the Tyrannies scientists experiment with bonding computers directly into Metal Elementals.
Science is driven forward with reckless abandon. With their innate grasp of the magic from where they came from Elemental society never asked the questions that led to the rise of religion in other cosms. They knew their origins so why confuse matters with needless superstition. This also meant that there are fewer constraints on the ethicality of certain paths of research however.

Recently there have been rumours of more strange elementals appearing. Elementals with strange powers over plants or who are cloaked in darkness. It seems there is something imposing itself on Eunsuri and there may be more rivalries than the classical ones about to erupt.

World Laws

Law of Rivalry –Elements are naturally opposing, they infuse everything with their raw power & consequently their rivalry. Any spells chosen in Eunsuri may be themed to an element. (Air, Earth, Fire or Water) When used to harm an opposing element the target DN is -2, against the same element it is +2 DN. (Air-Earth, Fire–Water)

Law of Elemental Mastery – Eunsuri is a land of Elements. This World law supports most of the Cosm cards

Law of Resistance – The Tyrannies of Metal have been trying to stamp out the Air & Water rebels for decades. Without this law they would probably have succeeded long ago. Whenever a group launches a surprise attack on a superior foe their opponents are Very Vulnerable.



Cosm Cards

Spontaneous creation – An elemental appears before the character. They can helpful or antagonistic. If antagonistic gain 1-3 possibilities when defeated.
Air Raid – Rebel Air elementals launch an attack in the area. A perfect distraction, but sure to attract reinforcements.
Ruins of Lost Kingdoms – Amongst the ruins of an Elemental Kingdom you find a magic item. Use the Asyle magic treasures table but add an appropriate elemental tag.
Elemental Lands – The lands are inthused with of the elements and shift towards a specific element. (High Winds, Canyons, Lava eruptions or Flooding for examples) Gain 1-3 possibilities depending on the level of complication.
Healing Rain – A sudden downpour of healing waters, all Storm Knights can make a free additional healing check. Water elementals or tags have a -2 DN, Fire elementals or tags have a +2 DN. All Storm Knights gain 1 possibility.
Infusion of Elements – A sudden burst of Raw Elemental magic infuses the area. All Storm Knights gain an elemental tag of their choice (Air, Earth, Fire or Water). This can affect Elemental character reactions as well certain cards & Spells.
Firing Range – Fire Elemental Scientists are testing one of their latest inventions in the area. All Storm Knights must make a Dodge roll at DN 12 or take 15 + BD of damage. All Storm Knights gain a possibility.
Unyielding as the Mountain - All Defeat tests are favoured this scene. Earth elemental or tags are at -2 DN, Air Elemental or tags are at +2 DN.
Metal Masters – A squad from a Tyranny of Metal attempts to arrest the characters on the orders of a Metal Elemental. Gain 1-3 possibilities depending on the strength of the squad and if a Metal Elemental is present.
Outside Context Elemental – The characters encounter a mysterious Wood elemental. They will offer aid or assistance to oppose the Metal Elementals. All Storm Knights gain 1 possibility.

Why go here?

Elementals are powerful fighters, gaining their assistance could provide a strong force to assist you.

Elemental Magic. Wizards could learn much from the magics in Eunsuri

Adventure Ideas

Rebels ask for aid to strike back against the Tyrannies of Metal.

Where did the Metal Elementals come from and is there anything else coming?

An experiment to fuse to a Metal Elemental into a prototype war machine goes wrong. Can you stop it's rampage?
Per Sanguis Ad Astra

GeniusCodeMonkey
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby GeniusCodeMonkey » Sun Jun 23, 2019 5:44 pm

Dharatee/Aztechnology

An ultra-tech cold war between the magical Aztec Empire and technological Eurasian Union.

Background

From the dawn of civilisation man has wondered where they come from. When lightning strikes a tree, is there an angry God trying to smite the tree or was it some random occurrence that is not understood yet. Most civilisations took the former course, but Dharatee took the latter.

The Dharatee early civilisation took a Humanists philosophy to life, valuing the agency of human beings; individually and collectively; and valuing critical thinking and evidence over acceptance of dogma or superstition. Three thousand years of enlighten thinking brought the Indus Empire from the Indus river in India to expand over the whole of Europe and Asia; absorbing civilisations are they went. The Empire went from India, Northern Africa and Europe to parts of Western Asia. The Greeks, Romans, Chin and other civilisations across the regions joined them. From mud huts to steam trains to ocean going ships the Indus explored the world conquering and absorbing civilisation as they went.

In wooden ships and iron men they came to what we know as South America around 5 centuries ago; here the Indus Empire found a civilisation that instead of using known technology; they used unknown magic powered by blood. The Aztec civilisation; built from numerous aligned city states; had magical sky boats and shot fire from their fingers. Conjured demons and slave labour expanded the Aztec’s armoury. The Aztecs are a hostile civilisation that covered the whole of the continent from pole to pole. War became inevitable between two such superpowers.

The current year is 3353 CE (Common Era) and the Indus Empire has broken into smaller countries from their mighty Empire of 5 centuries ago. A state of cold war exists between the fascist of the Aztec Empire and the Eurasian Union. Magic and Technology have been combine to a lesser degree across the globe; the Aztec Empire is still predominately grounded in a hierarchical magic based society with the great sages controlling the masses. Small amounts of technology have been incorporated into everyday life by the Aztec Empire i.e. mechanical wrist watches; TV for the masses. While Europe is mostly technology based, but trying to create their own Magic Schools and Universities to produce their own mages.

Where Magic can produce wondrous effects like instant transportation or magic bowls to conjure food, these can only be created slowly by hand by skilled sages; whilst technology can be mass produced. Bridging the gap to allow mass produced magical items of wonder is currently a pipe dream.

The Night of Knives killed the upper echelons of the Aztec Empire during the Last Great War to abruptly end 20 years of open conflict. A League of Nations was created to try to bring peace to the world.

A 50 year Cold War ensued where bush wars were fought all over the world and technology progress from pre-nuclear to the biotech age; whilst magic has progressed from the illusionary age to the dimension age.

Early Social Axiom 21
Countries have realised they have the power to destroy the world several times over and have started cooperating at least on the surface. Fashion is similar to CE 1950’s with suits for men and dresses for women. The A.U. have a traditional spin on women’s clothing with beadwork and colouring. A personality cult of fascism is the norm in the A.U., whilst a form of benign dictatorship with equality for all is the predominate political system within the Eurasian Union.

Early Tech Axiom 24
Crude bionics is widespread for military veterans. Clean fusion energy has all but replaced fossil fuel power plants within Eurasia. But with flexible morals during the last war and the argument for the greater good; human experimentation has lead to chemical augmentation of human soldiers and widespread biotech development to counter the enhancement spells of the A.U.

Magic Axiom 15, on the cusp of Magic 16
Magical limb replacement has been available for some time within the Aztec Empire. Aztec Empire sages are developing magical powered power plants by syphoning elemental energy from other planes. Although temperamental, they have had some localised success in this area. Smaller conjured lightening powered batteries are common for cars, sky boats and magically powered armour and weapons. Tourists from the Eurasia still wonder at the teleportation network within the Aztec Empire which allows instant transportation between transmats for people and small goods.

Spirit Axiom of 0
What is unknown will be known with science or magic there is no doubt. The Big Bang or its magical equivalent created the universe.

Whilst syphoning elemental energy from a plane of destruction, the great sage Xipil communicates with a darkness device calling itself Zaniyah who is telling stories of conquest and power. Xipil is currently trying to work out how to bring Zaniyah into the world.

World Laws

Aztechnology
Magic and Technology combine; this powers They Think it’s all over, … it is now, Tech Safe House, Magic Sage House cards.

Law of Humanism
Evidence analysis, science and divination tests are easier with an open mind. All skill tests are +2 whilst in the cosm/realm. The knowledge that gods do not exist is so strong, that all faith is a contradiction even in mixed or dominant zones and are a further +2 to DN.

Law of Hard Knocks
It’s a hard life, you’re born, you live and you die. Soak and first aid tests heal 1 less wound to a maximum of 2 wounds. This also powers the cards, Power Surge and Blood, Guts and Gore.

Cards

They think it’s all over …
Play to spontaneously refill any powered device; magically or technological or discard to gain 1 possibility.

… it is now
Play to spontaneously drain all powered devices in the area; magical or technological or discard to gain 1 possibility.

Communications are down!
Sun spots causes divination spells and technical communications to no longer work this scene. Gain 1-3 possibilities each depending on inconvenience.

I might know a guy
Play to gain a much needed piece of equipment or magical assistance or discard for 2 possibilities.

Tech Safe House
Play to gain access to a safe house. It will take at least 10 minutes to get there. It will be fully equipped with medical supplies, an armoury and misc. tech gear (GM discretion). It will be safe for 24 hours.

Magical Sage House
Play to gain access to a magical safe house construct. It will take at least 10 minutes to form. It will be fully equipped with healing potions, an armoury and misc. magical gear (GM discretion). It will be safe for 24 hours before becoming unstable and disintegrating.

Get out of Jail Free
A previous encounter provided a device to help with escape. It has power until the end of the scene or 3 uses; or discard for 2 possibilities.

I’m with the SS
You’re mistaken for an official of the Secret Service. This provides you to access to somewhere you wouldn’t ordinarily be able to gain access… until your credentials are checked; or discard for 2 possibilities.

Power Surge
Due to sun spots, magical spells are easier to cast; +4 skill check until the end of the scene or discards for 2 possibilities.

Blood, guts and gore
All damage rolls on all sides gain +1BD until the end of the scene or discard for 2 possibilities.

Why go there?

Dharatee offers a mature magical society with budding techno-magical enhancements.

It's a dark world were technology and magical research is in full swing. What new spells or tech will they discover?

Adventure Ideas

Break into the lab to obtain the latest techno-magic super weapon.

Aztec sages have uncovered another plane where things that should not be named live. All communication with the facility is replied with mad ramblings.

Spy games; a spy has stolen state secrets. Find out who they are before they sell them on the open market.

An old traditionalist General in charge of several divisions of soldiers is making unusual manoeuvres near the border that could start a conflict that could lead to war. Find out what’s going on.

Experiments on human subjects are starting to show strange abilities; investigate.
Question everything.
Politeness costs nothing.

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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby Istrian » Mon Jun 24, 2019 9:31 am

Memoria

High Concept: Fear of being forgotten drives everyone to leave their mark upon the world before they die.

Memoria is a bright and colorful world made of people who are so much larger than life one may think every Memorian is special. Aesthetically it looks like a cyberpunk world: skyscrapers compete for the sky, rolling floors and sidewalks, fleets of automated cars working in unison to keep things ticking. Economically, corporations have been on the rise for a while yet never managed to rise high before being repressed by the various district governments of The City.

The people, on the other hand, despite their appearance present an interesting dichotomy. On the surface they appear different from one another, wearing elaborate multicolored clothing, acting in a bombastic way in everything they do. Even an ordinary worker would tell about their very ordinary workday as if it was an adventure to win the eternal fight against the villainous fax machine. A Core Earth visitor may wonder how such people could have created the clockwork society they live in… or how they may enjoy it.

The truth emerges by digging beneath their heroic exterior. To visitors from most cosms, Memorians feel empty, bereft of any beliefs. The passion they display in life feels extremely insincere, faked. Their stories never mention the motivations of the hero, only the deeds themselves. In a word, their world feels hollow.

Yet to a Memorian, the answer to the why is obvious : if one is not different, one slips through the cracks and is quickly forgotten to all but one’s close friends and family. All Memorians feel this fear of their life being completely futile. As such they attempt to leave their marks upon the world. Most try to do it through their everyday behaviour, while others attempt truly great deeds, heroic or villainous.

Those who succeed in leaving a large enough mark are invited to save their memories in special locations called Memoriums. These are buildings housing complex machinery that is both technological and magical. Their purpose is to store memories of people past and make them accessible to others, as a source of inspiration. Curators of these places are called Memory Keepers, strange bio-mechanical creatures that wander through the city, offering visions of lives past and selecting the Chosen.

There is however a hidden side to the Memoriums: they were created by the local darkness device, Cogitus. Having one’s memories stored unfortunately this implies the brain being literally devoured by the Keepers. The darkness device is then able to access the (usually impressive) abilities of the chosen ones and may make it available to its servants. Additionally when anyone connects to the Memory Network through its Keepers, possibility energy is slowly drained from them to feed Cogitus.

World Laws
Law of Memetism. Anyone who connects to the Memorium in order to Remember another’s life gains a +1 bonus to a skill related to the life they visited. This lasts until the end of the current Act.

Law of Grandiose. There is no gain in being “average”. Any possibility spent on an action considered grandiose enough (GM’s call) or to oppose a grandiose deed (which is grandiose in itself) provides an extra d20. At the same time all attempts at being inconspicuous are Contradictory.

Law of Hollowness. People feel hollow inside. The Memorians do of course, but after a while visitors begin to lose their convictions as well.

Cosm Cards
Precious Memories. When you play this card, the heroes are Chosen and become a target for the Keepers until the end of the Act. All heroes gain 1 to 3 Possibilities depending on how aggressive the Keepers are.

Why bother?. Play this on a character opposing you to make them slip into despair and forget about you… and themselves.

Call of the Hollow. When you play this card, all Heroes immediately Disconnect.

Memory Snare. Play this card when one or more Heroes attempt to access memories. Leaving these memories begins a Dramatic Skill Resolution as they end up being too interesting… or a trap. If it is not resolved in 5 Turns, every connected Hero loses a Possibility.

The Grand Design. When you play this card, the Heroes become the target of someone’s great deed. All Heroes gain 1 to 3 Possibilities depending on how harmful it was to them.

Inspired!. Play when a Hero connects to the Memorium to invoke the Law of Memetism. The bonus becomes a +1 to an Attribute instead of a Skill.

Why go there?
Agents of High Lords are often captured off-world by agents of Cogitus and fed into its memory. As such, there could be a lot of useful intelligence, perhaps even secrets of the High Lords somewhere.

GeniusCodeMonkey
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby GeniusCodeMonkey » Sat Jul 06, 2019 10:32 am

I'm planning on putting the survey monkey up this week for peoples votes, so if you have any last minute additions post them now...
Question everything.
Politeness costs nothing.

GeniusCodeMonkey
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Re: magic: 15, tech: 24, spirit: 0, social: 21

Postby GeniusCodeMonkey » Wed Jul 10, 2019 4:02 pm

Here is a web link for scoring your favourate cosm on surveymonkey...

https://www.surveymonkey.co.uk/r/V7JD7HZ

I'll leave it open for 1 week to collect scores. The winner can PM me their choice of axioms for the next round.

Only 3 votes so far :cry:
Question everything.
Politeness costs nothing.


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